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Hi,

is there any limit besides the pure weight how much a character can carry?

One of my players carries a lucerne hammer (in his hands), a tower shield (strapped to his back), a great sword (in a scabbard on his back), a long sword (in a scabbard on his side) and a mace (in his backpack, besides some other adventuring stuff).
If I remember correctly, he also carries a light crossbow somewhere.

There is no pack animal nor other help. No handy haversack or other magical storage.

I doublechecked his encumbrance twice, he is on medium load.

It is just a dungeon crawl, so rp aspect are rather unimportant.
But the picture of this character is somewhat ridiculous.

Is there any rule to prevent that the player uses his character as a drone?


Hi folks,

a little thought experiment:

1 level of Titan Fighter.
At least 13 levels of synthesist summoner to get the huge advancement.

While fused he can wield a gargantuan falchion (one size category bigger than he).
With enlarge person on the eidolon he grows to gargantuan, making the falchion colossal.

Is this legal/possible?

What prerequisites do I have to take into account?
Beside of taking limbs(arms) of course

Does he need the eidolon evolution weapon training or are the fighter proficiencies enough?

What happens if this character is also under the effect of lead blades? The sword cannot grow bigger.

What would the damage dice and the reach of the falchion be?
I assume 6d6 and 30 feet, but not sure.


Hello,

I will GM a group of new players. One of them wants to play a tank, despite there are no benefical mechanics to do so.
He rolled very well, 4 times 14 and two times 12.

And he wants to play a dwarf, most likely a fighter.

We start at level 1.

What route can I suggest without creating a disappointing Charakter?


Hello,

I want to play a summoner and found the arcanist archetyp occultist.

Using the standard feats like augment and superior summoning would it be as usefull as a master summoner or a Druid focused on summoning?

Another question:

Summon good Monster or summon neutral monster?
Which feat offers the better monsters?


Hi guys,

I wanted to play something different for the skulls and shackles campaign, so I decided to do a heavy multiclass character. As another challenge he is a small melee based character (gnome).

There wasn't a plan, so he evolved. In fact I started as level 2 antipaladin and picked every interesting option.

But now I am somewhat in a dead end.
The next general feat I want to take is reckless rage to improve my damage and the possibility to extend multiclassing into slayer sounds nice.

Optimization is not important.
I just need some ideas to move on ;)

Raec:
Raec von Silvenstein
Gnome antipaladin 2/barbarian 1/fighter (mutation warrior) 2/oracle 1 (Pathfinder RPG Advanced Class Guide 93; Pathfinder RPG Advanced Player's Guide 42, 118)
CE Small humanoid (gnome)
Init +0; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 18 (+7 armor, +3 dexterity, +1 size)
hp 58 (1d12+4d10+1d8+20)
Fort +15 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +8, Will +10 (+1 vs. fear)
Defensive Abilities bravery +1, defensive training
--------------------
Offense
--------------------
Speed 25 ft. (20 ft. in armor)
Melee +1 greataxe +11 (1d10+5/×3)
Special Attacks hatred, rage (7 rounds/day), smite good
Spell-Like Abilities (CL 6th; concentration +9)
. . 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Antipaladin Spell-Like Abilities (CL 0th; concentration +3)
. . At will—detect good
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—divine favor, inflict light wounds (DC 14), shield of faith
. . 0 (at will)—bleed (DC 13), detect magic, light, spark{super}APG{/super} (DC 13)
. . Mystery Lore
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 16, Int 12, Wis 10, Cha 16
Base Atk +5; CMB +7; CMD 17
Feats Dazzling Display, Extra Rage, Intimidating Prowess, Power Attack, Weapon Focus (greataxe)
Traits deft dodger, indomitable faith
Skills Climb +7, Craft (alchemy) +10, Craft (ships) +8, Heal +4, Intimidate +15, Profession (sailor) +7, Stealth +5, Swim +4
Languages Common, Gnome, Orc, Sylvan
SQ aura of evil, fast movement, gnome magic, knack with poison, mutagen, mystery (lore), oracle's curse (lame), revelation (sidestep secret), touch of corruption, unholy resilience
Combat Gear potion of shield of faith +2 (2); Other Gear +1 agile breastplate, +1 greataxe, boots of the cat, cloak of resistance +1, backpack, masterwork, barbarian's kit, masterwork tool, 121 gp

Thanks in advance for your help.


Hi guys,

I can't decide between a druid and a wizard.
The other members are: a cavalier, life oracle and a alchemist/barbarian melee. Sometimes a ranger (Trapper archetype), a rogue or a monk joins the party.

level 8
25 point buy
standard wealth per level
Most paizo products allowed

Since it will be my 5th character in this campaign it should have some staying power.
There were a few bad choices and bad luck :(

Augment summoning is a must and I need some sort of battlefield control as well as hp and good saves. Maybe I take Summon Good Monster too.

What would you suggest?


Hi,

I have two questions:

1. Does a non human character with the eldritch heritage feat have access to the imperious bloodline (only available to human sorcerers)?

2. Feat:

Quote:
Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

Summon Monster:

Quote:
...1d3 creatures of the same kind from the 1st-level list

When I roll a 1, how many monster are summoned?


Does the +1 bonus to ranged attacks from the bracers count for the ranged flurry from the Zen Archer (monk)?

If so, I have found a bug in hero labs ;)


Hi guys,

I planning on playing a high Cha, low Dex melee character.

My stats (25 PB)
16 Str
7 Dex
14 Con
12 Int
12 Wis
16 Cha

Race: Aasimar with +2 Str and +2 Cha and scion of humanity

1. Paladin (or Antipaladin if we decide to go evil)
2. Paladin
3. Oracle (lore with sidestep revalation)

Feats: Scion of war and PA

What should I do next? stay on Paladin (Antipaladin)? Any other class?
Cournogon Smash and Intmidating prowess?

All paizo products allowed

thx


Hello,

my lore oracle has the sidestep secret (cha to ac and reflex save instead of dex)
Enlarge person lowers your dex by 2 points.

With the enlarge spell my dex will be 2 points lower and it hurts my initiative and CMD, but I suffer no penalties to AC and reflex saves, right?


Hello guys,

I want to build a character that is hard to kill.
It should do enough damage to not be ignored by intelligent monsters.
The saves are very important because I lost the last 3 characters by failing my saves.

This is the best I can do, but I think one of you has surely a better idea or some hints to improve my build.

AC 30, touch 16, flat-footed 25
Fort +15, Ref +18, Will +17
hp 69
Immune disease, fear; Resist oracle's curses (tongues [celestial]), fire 5, dragon resistances

Speed 30 ft.
Melee +2 Falcata +13 (1d8+8/19-20/x3)

The whole crunch:

Male Half-Orc Bard 1 Dragon Disciple 3 Oracle 1 Paladin 3
LG Medium Humanoid (human, orc)
Init +9; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 25 (+8 armor, +4 shield, +5 Dex, +2 natural, +1 deflection)
hp 69 (3d12+3d10+2d8+19)
Fort +15, Ref +18, Will +17
Immune disease, fear; Resist oracle's curses (tongues [celestial]), fire 5, dragon resistances
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +11 (1d4+6/x2) and
+2 Falcata +13 (1d8+8/19-20/x3)
Special Attacks bardic performance (standard action) (9 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 15), bardic performance: inspire courage +1, breath weapon (1/day) (dc 16), claws & bite (8 rounds/day), dragon bite, smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Bard Spells Known (CL 3):
1 (5/day) Cure Light Wounds, Feather Fall (DC 16), Feather Step (DC 16), Restful Sleep (DC 16)
0 (at will) Mage Hand, Prestidigitation (DC 15), Mending, Message, Know Direction, Sift
Oracle Spells Known (CL 1):
1 (5/day) Shield of Faith, Protection from Evil, Cure Light Wounds
0 (at will) Create Water, Guidance, Purify Food and Drink (DC 15), Stabilize
Paladin Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 22, Dex 7, Con 14, Int 10, Wis 8, Cha 20
Base Atk +5; CMB +11; CMD 20
Feats Exotic Weapon Proficiency (Falcata), Greater Mercy, Improved Initiative, Noble Scion of War, Power Attack -2/+4
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics -4, Climb +9, Diplomacy +9, Escape Artist -4, Fly -4, Handle Animal +9, Heal +3, Intimidate +18, Knowledge (arcana) +9, Knowledge (local) +7, Linguistics +4, Perform (oratory) +9, Ride +1, Stealth -4, Swim +4; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Celestial, Common, Draconic, Orc
SQ aura of courage, aura of good, bardic knowledge, dragon type (gold dragon [fire]), lay on hands (1d6) (6/day), mercies (mercy [fatigued]), mysteries (lore), revelations (sidestep secret)
Other Gear +2 Mithral Agile breastplate, +2 Heavy steel shield, +2 Falcata, Cloak of resistance +2, Handy haversack (empty), Headband of alluring charisma +2, Ring of protection +1, 112 GP
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (9 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Breath Weapon (1/day) (DC 16) (Su) 1/day, Breath Weapon deals 3d6 Fire damage, DC 16.
Claws & Bite (8 rounds/day) (Ex) Bite attack deals 1d6 damage.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dragon Bite (Ex) Bite attacks deal 1d6 damage
Dragon Resistances (Ex) You gain Fire resistance 5 and +1 natural armor
Dragon Type (Gold Dragon [Fire]) +1 damage per die for [Fire] spells.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6) (6/day) (Su) You can heal 1d6 damage, 6/day
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Tongues (Celestial) You can only understand and speak one language in combat.

Thank you for all good advice!


Can I use my favourite class bonus to get additional rage rounds if I am a barbarian but haven't got the rage class feature yet?

The mad dog archetype barbarian archetype get rage later but the dwarf/half orc barbarian favoured class option does not require rage.

So can a half orc mad dog get additional rage rounds as favoured class bonus before level 4?


Hi,

I have a few questions about the druid.

1. Can I use wild shape and then cast strong jaw on myself? (natural spell provided)

2. If I use wild shape to change into an elemental, can I use weapons and wear armor of the same size as the elemental is?

3. Can I take the feat improved natural attack even when I possess the natural attack only in wild shape?

4. The Aasimar feat celestial servant gives my animal companion the celestial template and changes it to a magical beast.
Does this means that my animal companion gest a d10 as HD and fast BAB progression like a magical beast?


Hi everyone!

Our group start the Skulls and Shackles AP. I am allowed to play a Samsaran with the Mystic Past Life racial trait.

I will play a Cleric of Besmara with a Wisdom of 18 after racial mods.
This gives me 5 divine spells of other classes to add to my spell list.

What spells should I take?
I want to play the cleric as a caster/range, so my first thought was Gravity Bow or Aspect of an Falcon.
Maybe Feast of Ashes as 2th Level spell (don't know it sounds nice to me)

Thanks in advance


Hi everyone!

We playing Skulls and Shackles at the moment and we managed a TPK at first level.

The DM gave me a hint that could play a Paladin of Besmara if I do the adaptation.
But I have no idea how to go on.

How to build a CN Paladin?

Some abilities should be changed for sure e.g. aura of good and smite evil
I would change it into aura of chaos and smite lawful since aura of evil and smite good wouldn't fit into a CN Paladin.

Can you give me some advice on building and playing such a paladin?


I love the idea of a small berserker, so I build an archetyp for this.

Here we go:

add escape artist to class skills
not proficient with any armor or shields

Frenzy Movement: +20 ft movement This bonus applies only if the berserker is small or smaller and not wearing armor or heavy load.

A small or smaller wolverine berserker gains +2 dodge bonus to AC at first level.

Wolverine Rage: +2 Str, +2 Dex, +3 to Will saves, +2 natural armor.
No AC penalty while raging. Only small or smaller berserker can enter wolverine rage and the rage stops immediately if the berserker is bigger than small. Otherwise it works like the rage ability.
This replaces rage.

Agility Strike: At 3rd level a wolverine berserker gains her Dex bonus to hit rolls. At 9th level she adds 150% of her Dex bonus to hit and at 15th level she adds 200% of her Dex bonus to hit rolls.
At 6rd level a wolverine berserker gains her Dex bonus to damage rolls. At 12th level she adds 150% of her Dex bonus to damage and at 18th level she adds 200% of her Dex bonus to damage rolls.
This bonus only applies to small or smaller berserker. These are precise damage and is not multiplied on critical hits.
This replaces all trap sense and damage reduction.

Greater Wolverine Rage: The bonuses increase to +4 Str, +4 Dex, +3 natural armor and +4 to will saves
This replaces greater rage

Mighty Rage: The bonuses increase to +6 Str, +6 Dex, +4 natural armor and +5 to will saves.
This replaces mighty rage

At 4th level the wolverine berserker gains +2 dodge bonus to AC. At 12th level this bonus increase to 4.
At 8th level the wolverine berserker gains a +2 bonus to hit and damage rolls. At 16th level this bonus increase to +4
This bonuses only apply for small or smaller berserker.
This replaces the rage powers at 4th, 8th, 12th and 16th level.

What do you think?


I have a question about the beastform mutagen.

The 3rd level beastform mutagen says that you gain 1 ability from the spell "alter self"
This doesn't mean you change size when you get the +2 dex, right?

This bonus is a size bonus, like the spell description says.

So what happen if I cast enlarge person?

I will get a -2 dex size bonus from enlarge person but I have already a +2 size bonus from beastform mutagen.

Size bonuses never stacks with each other.

So what happens if I get the beastform mutagen with +2 dex and I cast enlarge person on myself?

Is one effect dispelled or does the dex penalty and bonus even it out?


Hi folks!

I need some advice. Our GM likes to surprise us, so we won't have much time to buff.
We mostly buff in combat.
So I need an effective melee build with fast buffing abilities.

My thoughts until now:

Vivisectionist 1/Barbarian x
with boots of speed

Free action to activate the haste effect, standard action1 drink mutagen, standard action2 drink a potion of enlarge person (I can create it with the alchemist), free action start rage and with the move action engage the enemy.

That gives me +10 Str and large size.

Is there a more efficient way?
Character Level 9-10, 25 points buy, Core, Advanced and both Ultimates allowed except metamagic rods and the eastern classes/weapons.
The most expensive item may cost 1/3 of the average wealth per level.
Maybe some little things from other paizo sources but don't rely on that.


Hello everyone

I've played around with the dragon disciple prestige class but I'm not happy with it.

We play the Kingmaker AP and our characters are now at level 8.
At the moment I play a sorcerer but I want something more exciting.

One of my ideas is a dragon disciple. Here are my thoughts until now:
25 point buy, Core, APG, UC, UM and the bestiaries are allowed.

Race human
Str: 15 (+2 racial, +1 at 4th level)
Dex: 14
Con: 15 (+1 at 8th level)
Int: 10
Wis: 16
Cha: 7

1 Monk (Martial artist)
2-5 Druid
6 Sorcerer Draconic/Empyreal
7-11 Dragon Disciple
12 -x barbarian

empyreal sorcerer allows me to dump cha, the dip into monk gives me more AC.
I favor wildshape over form of dragon because it is more versatile.
Enough level to take the +4 str and then go further with barbarian.

Feats would include shaping focus and power attack.

Would this be a decent melee fighter? Or is there another way to get a somewhat different melee character?


Does a teleport or a dimensional door need a line of effect?

The last time I have played, one of my players wanted to teleport through a wall of suppression, which blocks any line of effect.
The destination was surrounded by those walls, so it didn't matter from which direction they tried it.

I found this sentence in the prd:

Quote:

Line of effect:

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect.

With a teleport you create the effect that you are at the destination.

That would mean you need a line of effect.

Do I understand it right?
Does a Wall of suppression blocks a teleport/dimensional door?